Sigma-6 29 Posted June 19, 2007 Here's a vehicle I'm working on (one of several: pickups, cars, almost all civilian vehicles,) but I have a problem: I've been out of the loop, and I can only assume that some people have managed to apply procedural textures to their addons, If anyone knows how, could they explain the basics of getting a .p3d to point to an .rvmat file? The maps for this truck are complete. . . I just don't know how to apply them! EDIT: Problem solved! Share this post Link to post Share on other sites
bravo 6 0 Posted June 19, 2007 nice! good inspirations you have edit: you should check the image size.. mods will be on your leg soon. edit2: max 100kb Share this post Link to post Share on other sites
Sigma-6 29 Posted June 19, 2007 Of course. . . What's the max image size? I'll reduce it. Share this post Link to post Share on other sites
Guest Posted June 19, 2007 Great work Sigma-6, I have enjoyed your work in the past. This can only be really great Cant be of any help with your questions though..... Share this post Link to post Share on other sites
Guest Posted June 19, 2007 the easier : convert p3d to 3ds and texture to 3dmax compatible texture apply them on 3dmax export 3ds convert p3d ... release Share this post Link to post Share on other sites
Sigma-6 29 Posted June 19, 2007 Of course, but that's not the problem. The problem is getting the addon to correctly point to an .rvmat material file so it will use my procedural textures, which, as I said, are complete. Share this post Link to post Share on other sites
Commando84 0 Posted June 19, 2007 that truck makes me almost speechless, damn i cant believe how great it looks like. A fun idea that might be unrealistic but anychance a truck like that can tow the d30 and howitzers in arma? Share this post Link to post Share on other sites
wika_woo 182 Posted June 19, 2007 yay! Cool Lookin truck.. Can't wait for it's release.. Share this post Link to post Share on other sites
-ZG-BUZZARD 0 Posted June 19, 2007 Â Â The Moth Truck!!! *remembers Interstate '76 with intense nostalgia* Â Â Â Share this post Link to post Share on other sites
sakura_chan 9 Posted June 20, 2007 We can't point o2 to rvmat files, or even use the stock textures (texture name too long). Right now basically you apply the texture like normal, then in the units config you make a CfgTextureToMaterial entry for each texture. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgTextureToMaterial {       class texture1       {              textures[] =  {"project\data\texture1.paa"};              material = "#texture1";       }; }; Then you define a CfgMaterials entry for it, this is in the same format as the rvmat files, there might be a way to link it to an external rvmat, I haven't tried though... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgMaterials {       class texture1       {              ambient[] = {1.000000, 1.000000, 1.000000, 1.000000};              diffuse[] = {1.000000, 1.000000, 1.000000, 1.000000};              forcedDiffuse[] = {0.000000, 0.000000, 0.000000, 0.000000};              emmisive[] = {0.000000, 0.000000, 0.000000, 1.000000};              specular[] = {1, 1, 1, 1.000000};              specularPower = 100;              PixelShaderID = "NormalMapSpecularDIMap";              VertexShaderID = "NormalMap";              class Stage1              {                    texture = "project\data\texture1_nohq.paa";                    uvSource = "tex";                    class uvTransform                    {                           aside[] = {1.000000, 0.000000, 0.000000};                           up[] = {0.000000, 1.000000, 0.000000};                           dir[] = {0.000000, 0.000000, 0.000000};                           pos[] = {0.000000, 0.000000, 0.000000};                    };              };              class Stage2              {                    texture = "project\data\texture1_smdi.paa";                    uvSource = "tex";                    class uvTransform                    {                           aside[] = {1.000000, 0.000000, 0.000000};                           up[] = {0.000000, 1.000000, 0.000000};                           dir[] = {0.000000, 0.000000, 0.000000};                           pos[] = {0.000000, 0.000000, 0.000000};                    };              };       }; the _nohq texture is a tangent space normal map, and the _smdi is the specular map. Specular maps are grey scale images that are combined with 2 white greyscale maps into an rgb image. The spec maps go in the green channel, I'm not sure what the other channels do. Anyways, thats all there is to making the various layers. Hope it helps because your stuff looks some friggin' sweet. Share this post Link to post Share on other sites
Sigma-6 29 Posted June 20, 2007 Thanks a lot. . . I was messing around in the forums (looking places I don't normally look, etc) and I found what you've posted here, and got my 240GD for DDAM all mapped up. It looks great. Next comes the Mack R model. . . which I'm going to still have to rig and config, but I'm not expecting this to be a super-addon, so it should be ready soon. The real puzzling stuff (which I figured out ) was how to make an SMDI specular map out of my grayscale ones. FYI, grab the grayscale one, put it in a layer on top of a layer of just magenta, and then set the top layer to 'screen'. Works perfectly. The only other trick was cranking the NVIDIA normal map plugin way up to get some really visible details. Looks good so far. Share this post Link to post Share on other sites
Sigma-6 29 Posted June 20, 2007 Quote[/b] ]A fun idea that might be unrealistic but anychance a truck like that can tow the d30 and howitzers in arma? Well, this truck does have a heavy-duty trailer hitch on the back, just like the military trucks . . . it would require someone to write a really good trailer script, I think. I know absolutely nothing about that stuff though. Share this post Link to post Share on other sites
belgerot 33 Posted June 20, 2007 I don't know if this would help, but the trailer script from the Turkish Mod worked very nicely from what I remember. Share this post Link to post Share on other sites
MehMan 0 Posted June 20, 2007 Awsome looking truck there. Now I need to finish my Interceptor addon and a Mad Max mod is on the horizon. Share this post Link to post Share on other sites
Shadow NX 1 Posted June 20, 2007 Hey, nice to see Sigma-6 back in action, and also that truck looks super sweet, love these huge ass trucks with the long hood. Sigma any plans to do military stuff aswell? Germany85 could need more skilled people... Share this post Link to post Share on other sites
Lor 0 Posted June 20, 2007 I don't want to hijack the thread, but I thought this would be a good place for a quick question. Would there be any way to get articulation in vehicles such as trucks without some kind of 'tow' script? Say you wanted to create an addon vehicle that was a truck (such as this one) with a trailer attached that you weren't bothered about ever detaching. Would it be possible to articulate it? Share this post Link to post Share on other sites
Shins 0 Posted June 20, 2007 I don't want to hijack the thread, but I thought this would be a good place for a quick question.Would there be any way to get articulation in vehicles such as trucks without some kind of 'tow' script? Say you wanted to create an addon vehicle that was a truck (such as this one) with a trailer attached that you weren't bothered about ever detaching. Would it be possible to articulate it? First up I know zero about this but is seems to me this might be possible using turrets? If the trailer portion was defined as a turret could some articulation be gained from that? Turrets currently don't rotate with the body of the vehicle IF MANNED so maybe some kind of script in the addon that adds/removes a 'gunner' in the trailer when a turn left/turn right input is given... Like i say I know nothing about how this stuff works. Just an idea Share this post Link to post Share on other sites